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The_Dude View Drop Down
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Direct Link To This Post Topic: Trading For Dummies
    Posted: 25 Oct 2011 at 03:31
Our work among the earliest market-makers in the revised trade system are successful.
Go forth and prosper.
Enjoy.Hug
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Direct Link To This Post Posted: 24 Oct 2011 at 23:24
By spending resources i meant making advanced resources and then sell them on the market. This is what new players shouldnt and i dont do as well, since basic resources are more important than money per se.
But, with trading (and by trading i mean you buy something with a buy order and sell it with a sell order) you can make money without using up a single resource. Ofc I'm talking about advanced resources. Even if you start with a few pieces, 10,100, doesnt matter, you can make profit. 

I recieved 400k gold altogether from gift caravans which made this way easier than it should have been without a single gold gift. 
by now i reached a point where i can buy from the market whatever i need for a while if i want it (adv resources for troop production etc) and i can save my basic resources for continous building, moreover, buy more if im depleted a bit.


Edited by Parker - 24 Oct 2011 at 23:25
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Direct Link To This Post Posted: 24 Oct 2011 at 22:44
Parker,

Gold takes time to accumulate.  Sometimes new players are given gold.  The marketplace is not new player friendly.  To buy basic resources requires gold which, as noted, is in short supply for the new player.  Most of the basic resource sell orders are too large for a new player to afford or even handle in their smaller storehouses.   Travel distances and limited number of caravans also hinder the new player in using the marketplace.

A new player can not reasonably expect to sell basic resources for gold.  Even at a marketplace supporting 30 vans at 1K capacity each, the biggest shipment of basics is just 30K. And that ties up all your caravans for who knows how long.
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Direct Link To This Post Posted: 24 Oct 2011 at 20:16
On the new player part, for example why do I trade?
1st, I have come from a game driven by economics (eve) and as much as in real life, there as well if you had tons of money, your possibilities and freedom of gameplay was much bigger than those who had less.
As a new player, with small or no tax incomes, money can be a factor when you start building an army. 
Obviously, spending your resources for gold would slow your development down, but in my case that isn't really a factor, since i use gold to make more gold, i personally dont sell a single resource on the market that i have made in my small town.
Ofc i have no experience whatsoever about the life of veterans with 6-7 cities, 100k+ pop etc, but for now, gold is a factor as a beginner. It can and it does make my life easier.
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Direct Link To This Post Posted: 24 Oct 2011 at 19:29
Things are changing with that situation too new tier II buildings need basic resources so big players will need more of them also. Also with the new buildings some players might stop producing some advanced resources and buying them instead to get more places for other structures.   
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Direct Link To This Post Posted: 24 Oct 2011 at 19:24
Originally posted by <Squill> <Squill> wrote:

Also new members do themselves require gold to a certain degree; especially of they are using prestige to upgrade faster ( they would need a large amount of resources that could be bought ).


That's possible.  Then it follows, are the established players selling the basic resources to the younger players?  In effect, the system is simply bartering basic for advanced and vice-versa?
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Direct Link To This Post Posted: 24 Oct 2011 at 18:47
  The game obliviously gives you limited things to do; one of which is trading of course. So generally players will take part in it.  Also new members do themselves require gold to a certain degree; especially of they are using prestige to upgrade faster ( they would need a large amount of resources that could be bought ). Yes; there is of course the hording factor that does exist; large numbers are great :)    

Edited by <Squill> - 24 Oct 2011 at 18:52
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Direct Link To This Post Posted: 24 Oct 2011 at 17:23
Originally posted by <Squill> <Squill> wrote:

The vets "might" be running a gold surplus largely because of tax revenue they get from there cities. However; generally over a period of time many of them build troops in preparation for battle/war/tournaments. In which they go through a stage at the bigging whereby they have a lot of gold flowing until most of the gold revenue is consumed by units they have built and they go into deficit.


Right.  So the primary motivator for large players is to hoard gold in anticipation of converting it to resources and to temporarily pay for offensive armies (who supposedly will suffer losses, so any deficit will be short-term).  The primary motivator for smaller players to trade goods for gold is...?  An expectation of needing it when they are large?  Or simply to easily convert certain resources to others?  But we've established that the large players don't need to sell goods to accumulate the gold to buy the goods they will need (which would be self-defeating anyway, unless they're speculating/playing the market, or again converting from one resource to another though this would be inefficient).  Why are smaller players interested in earning gold via the market?  I suspect it may be more psychological than anything else (the satisfaction of seeing a number get really big).

Quote Generally the tournaments are a way to relieve inflation; where troop and gold reserves are spent in huge amounts.

Ah, I forgot about the tournaments!  Yes, they are the pressure valve, good point.

I have a good friend who has some odd ideas about economics so I have given myself the briefest and shallowest of educations.  The economic simulations in games like Illy are really fascinating, though they lack some very crucial components of real-world systems.  Glad you enjoyed my thoughts.  I'm a subscriber to Keyensian economics and Illy's system does, to me, show a clear demand-side market.

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Direct Link To This Post Posted: 24 Oct 2011 at 16:41

I like this Cuddlefuzz; it was constructive rather than overly argumentative for no reason. A good post +1. :D

The vets "might" be running a gold surplus largely because of tax revenue they get from there cities. However; generally over a period of time many of them build troops in preparation for battle/war/tournaments. In which they go through a stage at the bigging whereby they have a lot of gold flowing until most of the gold revenue is consumed by units they have built and they go into deficit.

Generally the tournaments are a way to relieve inflation; where troop and gold reserves are spent in huge amounts.    

...
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Direct Link To This Post Posted: 24 Oct 2011 at 15:59
Originally posted by Koragg Koragg wrote:

The market might not be 'profit driven' for veterans who have billions in the bank, but for new and new(ish) players who only have a couple of million, it is.


A bigger issue is that gold gained from the market is generally only used again on the market.  In effect, it doesn't really circulate.  The prime utility of gold is to pay for troops (soldiers/diplos), and if anyone has a long-term strategy of running a deficit and using the market to generate payroll I'd be surprised.  To wit: the vets are buying, not selling, so they in general must be running a gold surplus.

I would be curious to know how much gold is in circulation in total from day to day.  It would be nice to know how much inflation/deflation the economy experiences.  I assume the devs keep a tight eye on this, as wild inflation or deflation can severely impact game mechanics.

Unless offsetting a gold deficit with trade is a widely used tactic, the total amount of gold in the game, as well as per capita, should be increasing.  Since deflationary pressures are not likely to be as strong in the game as in a real economy -- we are not likely to see a drop in supply, wages are non-negotiable, and conflict is the only real factor affecting demand -- I expect we'll see steady inflation.  This isn't a problem unless the inflation rate is volatile.

So currently, the market isn't driven at all.  If it's a given that players tend to run gold surpluses over the course of the game, nobody needs long-term the gold the market provides, and the goods have a much higher utility value.  Gold is technically only good for converting one resource into another, which can be done more efficiently (though less easily) through direct barter.  I'd guess that right now, the market is driven by curiosity, speculation, and a hoarding desire.

I can think of one simple change that could encourage a gold-deficit playstyle, and that would be scheduling of trade orders.  If I could queue a sell order for x number of books or swords or leather every y hours (as long as I have them), I could reliably maintain an overall positive cash flow.  I wonder if this is something the devs are considering for trade 2.0.

I'm not an economist, it would be interesting if any forum members were and could provide some insight.
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